userJarryd Campicancel
reporust_rebootcancel

12,618 Commits over 2,284 Days - 0.23cph!

1 Year Ago
Disable shield collider while the shield is on the players back
1 Year Ago
Compile fix
1 Year Ago
Merge from main
1 Year Ago
Merge from halloween24
1 Year Ago
HLOD now immediately resolves when the player finishes loading
1 Year Ago
Show the loading screen before teleporting the player rather than after, should fix players seeing the halloween/xmas dungeon as it loads in
1 Year Ago
Merge from gesturepack
1 Year Ago
Protocol++
1 Year Ago
Removed a log
1 Year Ago
Fixed join gesture getting left on the screen when cancelling rps
1 Year Ago
Merge from main
1 Year Ago
Merge from halloween24
1 Year Ago
Can now collect Scarecrow heads with skinning knife
1 Year Ago
Replaced radiation removal tea with the anti rad tea in the food cache loot table
1 Year Ago
Store the user ID of the player who last edited the VM name (needs a protobuf gen to persist through save/load)
1 Year Ago
Don't show NPC vending machine names
1 Year Ago
Merge from main
1 Year Ago
Fixed some duplicate arms
1 Year Ago
Reworked shield viewmodel coding to live on a new self contained component Updated viewmodels with new assets
1 Year Ago
Add a per layer weight slider
1 Year Ago
Merge from elevator_world_deploy_fix
1 Year Ago
Adjust the lower bounds of the world deploy volume of elevators so they can more easily be placed on foundations that are close to the terrain
1 Year Ago
PrefabReplacer now has a string lookup mode as well as it's normal selection mode String lookup mode can include inactive objects, as well as exact matches All replaces done with this tool now support a single undo operation (eg. replace 4 objects with a prefab, a single undo will undo all 4)
1 Year Ago
Add Facepunch.AdditiveTimeline plugin
1 Year Ago
Merge from set_local_player_visible
1 Year Ago
Merge from demo_shot_delete_fix
1 Year Ago
Fixed error when deleting a folder with demo shots inside
1 Year Ago
Fixed shield inputs being processed while inventory is open Fixed shield deploying when it shouldn't if the shield was placed in the backpack slot while an incompatible held entity is equipped
1 Year Ago
Fixed holstered shields parenting to the spine bone with a 70m offset
1 Year Ago
Item icons
1 Year Ago
Wooden shield variant setup
1 Year Ago
Set up improvised shield prefab variants
1 Year Ago
Merge from main
1 Year Ago
Show vending machine names in the F1 UGC panel
1 Year Ago
Deleted underwater_divesites scene folder, all divesites now use a prefab based workflow
1 Year Ago
Applied a force include SceneToPrefabTag to the rocks root in most affected monuments (rocks were being ignored by HLOD because their root was below the cutoff for HLOD generation) S2P Trainyard, Arctic Research Base, Satellite DIsh, Powerplant, NMS, Military Tunnel, Lighthouse, Harbor 1
1 Year Ago
More accurate HLOD warnings for renderer setup issues (missing materials, mismatched submesh counts, etc) Fixed "Create HLOD" button on HLODBounds component reusing previous bakes
1 Year Ago
Revert radtown scene to version from radtown_fixes, has more up to date fixes
1 Year Ago
Merge from radtown_monument_fixes
1 Year Ago
Added a ServerTick method to HeldEntity, called when the player is holding it Added server side shield positioning to approximately map where the shield will be on the server to match the client (as held entities just get parented to the root on the server but we need accurate positioning for this) Shields can now take hits from server side projectiles like auto turrets and NPC's
1 Year Ago
Some folder restructuring now that we have actual assets
1 Year Ago
Reapply animator changes
1 Year Ago
Merge from main (stomp PlayerAnimation, will need to redo changes)
1 Year Ago
Proof of concept for using AsyncGPUReadback to get the mesh data from the GPU even if it's been marked as non r/w Only grabs vertices for now
1 Year Ago
Adjusted RendererBatch inspector to more accurately recommend fixes (eg. LOD0 and LOD1 are incompatible but LOD2 is batchable, now shows all issues and a buton mark the mesh as r/w) Updated the scene wide fixers to mark a mesh as r/w if at least one mesh in a LOD hierarchy is compatible with batching Reran the automated updater, gixed a further 62 items This brings the batches in radtown to around 2300, a saving of around 700
1 Year Ago
Added a warning to the RendererBatch component if a mesh has been assigned that is not compatible with renderer batching Checks for submeshes, vert counts and r/w status Added a tool in "Tools/Optimize/Find RendererBatch not marked read write/Fix" that will enable r/w on any models in the scene that are otherwise compatible with batching Ran this on radtown, picked up 177 objects S2P radtown
1 Year Ago
Fixed a bunch of props in radtown that were either missing LOD components entirely or using LODGroups S2P and HLOD generation
1 Year Ago
Fixed some placeholder stuff for gesture slots that are empty
1 Year Ago
Fixed radial menu defaulting to the text of the last opened radial menu if opening a new menu that has no enabled options (bug is extremely old, very obvious when switching between gesture wheels)
1 Year Ago
Merge from main